--- a/Symbian3/SDK/Source/GUID-D93978BE-11A3-5CE3-B110-1DEAA5AD566C.dita Fri Jul 16 17:23:46 2010 +0100
+++ b/Symbian3/SDK/Source/GUID-D93978BE-11A3-5CE3-B110-1DEAA5AD566C.dita Tue Jul 20 12:00:49 2010 +0100
@@ -49,7 +49,7 @@
following diagram shows the key components in the Symbian Foundation Graphics
package and some closely related components in other packages. </p> <fig id="GUID-3300E986-4B93-5122-88C4-D7CC231F3BA3">
<title> Symbian^3 component architecture </title>
-<image href="GUID-DD22D66C-C303-5432-9C24-71F26190FCA0_d0e184514_href.png" placement="inline"/>
+<image href="GUID-DD22D66C-C303-5432-9C24-71F26190FCA0_d0e189511_href.png" placement="inline"/>
</fig> <p>The key ScreenPlay components are introduced below under separate
subheadings. </p> </section>
<section id="GUID-AB1E3E20-01A9-4090-A404-0D1FF978AF53"><title>Graphics Composition </title><p>The
@@ -100,14 +100,14 @@
on the S60 middleware layer, in particular on the Hitchcock component (which
is in the UI Accelerator package). </p><fig id="GUID-0D91F9A6-68FC-5316-A16D-A3238F8452AD">
<title> Render stage solution A </title>
-<image href="GUID-643AFF2D-3EDB-5FAB-9631-7B93FABC56B6_d0e184568_href.png" placement="inline"/>
+<image href="GUID-643AFF2D-3EDB-5FAB-9631-7B93FABC56B6_d0e189565_href.png" placement="inline"/>
</fig><p>Another possible solution (called <i>solution B</i>) is based on
the DirectGDI and Graphics Resource components (which are described next),
both of which have interface and adaptation layers. This solution is not full
featured. Like the previous diagram, this diagram focuses on the more relevant
components and does not attempt to show everything. </p><fig id="GUID-6A761DC5-1141-5515-BD03-09FBFE56F2D7">
<title>Render stage solution B</title>
-<image href="GUID-3DD37A41-E822-5CB6-A59E-0B309B5627D9_d0e184580_href.png" placement="inline"/>
+<image href="GUID-3DD37A41-E822-5CB6-A59E-0B309B5627D9_d0e189577_href.png" placement="inline"/>
</fig><p>Both of these render stage solutions mean that existing Window Server
applications can take advantage of hardware acceleration if it is available
(and therefore run faster) without recompiling the code. </p><p>ScreenPlay